By the way, one of the old Half-Life mods suddenly released a demo https://www.moddb.com/games/ionization/downloads/ionization-video-game-intro-demo-version-10 after years of radio silence.
And it uses our Xash3D FWGS, alongside with @snmetamorph 's PrimeXT https://github.com/TheOverfloater/pathos-public
Pathos Engine became open source, under MIT license. Author seems took a lot of inspiration from Quake and GoldSrc. did valve had lightmapped water in hl1?
https://valvearchive.com/archive/Half-Life/Half-Life/Screenshots/Technology%20Demos/glowwater_bullchicken2.jpg With opensourced Steam Audio...
...would it be possible to restore A3D to Half-Life 1? Of course not as the original but something that might sound very similar. https://www.youtube.com/watch?v=qB_A36wFLVE
Didn't know that Rebecca Heineman also worked on the cancelled HL1 MacOS port. The worst part of Quake I, II and GoldSrc is how the lightmap tied to texture scale. It completely breaks dynamic lights for a classic GL1/software renderer.
lo fi quake beats to hup to
src/ https://twitter.com/markiemusicpro/status/1754310663311389067 Removed a bunch of hard-coded sounds paths and moved them to simple text file, that defines groups and sound files that belong to them.
It's mostly temp entity hit sounds, temp entity explosions and wade sounds in server physics. Some users were very concerned about their microphone glowing LEDs and their operating systems warn about microphone usage right after starting the engine, so I moved capture device opening to Opus decoder and encoder still initialized early, though. Fixed build and tests for musl, NetBSD and OpenBSD now that we adopted SourceHut CI.
:neofox_melt_3:
Fixed a couple of interpolation and demo playback bugs in a couple of hours.
tired :neofox_melt_3: |